Structure describing how a skinned mesh should be bound to any bones that influence its vertices.
void save_to_file_bin(const std::string &absolute_path, const animation_clip &obj)
void load_from_file(const std::string &absolute_path, animation_clip &obj)
void save_to_file(const std::string &absolute_path, const animation_clip &obj)
void load_from_file_bin(const std::string &absolute_path, animation_clip &obj)
#define REFLECT_EXTERN(cls)
Struct used for mesh construction.
Structure describing data for a single triangle in the mesh.
Describes the vertices that are connected to the referenced bone and how much influence it has on the...
Describes how a bone influences a specific vertex.